Post by Phsycodelic on May 19, 2017 23:59:38 GMT
Pyrokinesis
Psychic Sorcerers
Psychic Sorcerers
Pyrokinetics are not immune to their own flames and burn as easily as anyone else. Botches with Pyrokinesis tend to be singularly spectacular, as the psychic self-immolates or sends flame shooting wildly about.
Roll: Manipulation + Meditation.
Cost: None.
Modifiers: None.
Duration: Instant.
Price Of Failure: Unknown.
[ 1 ] Matches ( XXX - Page X )
The psychic can produce tiny sparks of flame, generally only enough to light highly flammable items (paper, dry wood, gasoline, etc.). These sparks of flame tend to come from the psychic's fingers, though some pyres create the sparks in different manners. The sparks light anything the psychic could physically reach, though the psychic does not have to actually touch the flammable material. The sparks are not hot enough to seriously burn people, though having a spark of flame appear can startle people. If a pyrokinetic wishes to startle someone with a spark, the player rolls Dexterity + Athletics (difficulty 6) to fling the sparks at the target. The target must be in hand-to-hand combat range. This effect can be dodged by a Dexterity + Athletics (difficulty 6) roll. If the pyro hits the target, the target's player rolls Willpower (difficulty 6) or else the victim loses his next action from the surprise. The target can spend a Willpower point to avoid this reflexive aversion to being burned.
[ 2 ] Ignite ( XXX - Page X )
By concentrating, the pyrokinetic causes flammable materials to burst into flame. The psychic can affect anything within a short range (less than 10 yards), though some materials are easier to ignite than others. The difficulty is:
Difficulty | Material |
4 | Very easily lit materials (paper, gasoline, vampires). |
6 | Flammable objects that normally require minor assistance to light (wood, charcoal). |
8 | Objects that do burn with the aid of accelerents (clothing). |
9 | Materials that do burn, eventually (people). |
Once ignited, items continue to burn naturally. The fire created is as big as a torch, though it could easily spread with the proper materials around. If the psychic tries to light a person on fire, the target may dodge the effect by rolling Dexterity + Athletics (difficulty 6).
[ 3 ] Fireworks ( XXX - Page X )
The pyrokinetic's control of flames has expanded. Now he can create small bursts of flame out of thin air. Psychic researchers believe that these bursts are made up of super-excited air molecules. Tiny amounts of the air molecules become plasma, which will ignite just about anything that can burn, and create bonfire-sized fires. The psychic can create these plasma bursts at a range up to Willpower x 10 yards away. To create the plasma, roll Manipulation+ Meditation (difficulty 8). Targets roll Dexterity + Athletics (difficulty 7) to dodge the fire bursts. The bursts do two health levels of aggravated damage per rum (difficulty 8 to soak, for those with some sort of supernatural resilience). To extinguish himself, the target must first roll Willpower (difficulty 5) to avoid panic and then Dexterity +Athletics (difficulty 5) to put himself out. Highly-trained operatives or supernatural creatures can usually avoid panicking automatically (barring a fear of fire-Rotschreck, for instance), at the Storyteller's discretion.
[ 4 ] Pyrotechnics ( XXX - Page X )
At this level, the pyrokinetic can not only generate fire, but can control the path and shape of the fire. The difficulty depends on the size of the flame ( 4 for a torch, 6 for a bonfire, 8 for an inferno), modified by the complexity of the action attempted (0 to shift the direction, + l to create gaps in the fire or to spread an existing fire, + 3 to diminish the flames). Roll Manipulation + Meditation. This can also be used to create shapes in the flames (difficulty 5 for simple forms, up to 9 for very complex shapes).
[ 5 ] Inferno ( XXX - Page X )
The pyrokinetic has immense and exacting control over all forms of flame. He can create large fires at a distance. The fires appear up to Willpower x 15 yards away. The player rolls Manipulation + Meditation (difficulty 8). With one success he creates a small fire in the target area. With two successes, the fire is the size of a bonfire, and with three successes, the fire fills up a large room. Everything in the area must soak the damage. People on the edge of the effect can dive out of the fire. Roll Dexterity+ Athletics (difficulty 6) to escape the flames. The fire starts out as hot as a “Bunsen Burner” , though every additional success after the third increases the heat of the fire by one category. The Inferno spreads rapidly, consuming as much as it can before being extinguished.